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Bad-School-Girl

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#1 Bad-School-Girl
Member since 2010 • 880 Posts

[QUOTE="Bad-School-Girl"]

Used games are stealing money for the developers that work so hard on developing said games. I fully support Microsoft's plan to block used games. Can't cough up the extra five dollars it takes to get a new copy? Then miss out on that Starbucks coffee and cinnamon bagel for one single day and then pay the real price. I am currently boycotting Nintendo, as they havnen't implemented such a feature for the Wii-U.

If used games aren't blocked, then there should be a fee to unlock said used games to be made playable. I think a 15-20$ would be satisfactory. Used gamers, stock up on those Microsoft Point cards!

dream431ca

Games are too expensive. Used games are great for people who can't afford to pay full price, plus it keeps game stores in business. It's not stealing from anyone. A sale is a sale, unless you want to change the rules for the whole economy. If Used games do get blocked (which is a horrible idea) game prices will need to fall drastically or you will need demos for every game so people can try before they buy. Used games exist because there is a market for them.

Were you around when the SNES was in it's prime? Were you complaining about games being 70$ on average? Exactly. You weren't. And the fact that games are cheaper these days further proves my point.
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Bad-School-Girl

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#2 Bad-School-Girl
Member since 2010 • 880 Posts

[QUOTE="Bad-School-Girl"]

If I buy a used game I do it privately, not from EB Games (unless the discount is significant). Sometimes I achieve a discount as high as 60% compared to a retail price. In NZ games are normally $100 new so a $60 saving is well worth it. One such example I can cite is Deus Ex Human Revolution. I bought it used for $45 when it was $100 new. It sat on my shelf for ages and when I finally played it I found the graphics on my Xbox 360 insufferable, so I shelled out the full $25USD on Steam for it, then sold my 360 copy for $12. How does this scenario fit in with your equation? I bought a copy which could be "bought and sold" used, but then by playing this one I bought one on Steam which is a one-way-street for finances, and then I sold my bought-and-sold copy again for money, albeit at a significant loss. All in all though I saved significantly compared to the depreciation I'd have suffered by buying the game new and retail at the first place. 

I only ever drink instant coffee and my employer pays for most of it as it's the law here. 

[QUOTE="Bad-School-Girl"]

You raise a good point here. 

Bad School Girl, on the whole I think I understand your angle but I feel you're taking too hard a line here. I think that moving forward, all options should exist:

  • The option should exist to sell games on physical media which can be moved from machine to machine without penalty. 
  • The option should exist to have 'online passes', which lock out a part of the game to those with the code, and the code comes with a fresh retail copy, thus promoting retail sales. 
  • The option should exist to have 'lockouts'. You enter a code when first inserting the physical medium, this is tied to your account. You can sell the physical media but the recipient cannot play the game until they purchase the code. How much should the code be in this case? I don't know. But all that I suspect will happen here is an increase in the code's prices simply takes away the potential sale price of that first end user. If a game is $100 and comes with a code, but to buy another code is $50, well that physical media is probably not worth more than $10, or a better estimate - worthless. 
  • The option should exist for digital distribution. One way street with money.
  • Almost any other option you can think of. For example a subscription service which allows you access to a library of games you can play ad libitum as long as you keep funding your sub. 

Yes, essentially these all already exist. There are differences within these for different DRMs etc. 

Finances are a barrier to many things. They're the reason I'm not riding a 2012 Honda CBR600 to work. In a way though, for gamers finances shouldn't be a problem. Hell, even on money hungry EA's Origin service there are several free-to-play games. So options exist for gamers from premium to frugal. 

One place where gaming is all f'd up is regarding the players time and money constraints. Your younger players don't have money, but they have plenty of time. Your older gamers have money, some of them heaps of it, but no time. So pricing of games might actually be quite tricky. 

Quite honestly I suspect that the best way to sell a game is quite simply to make sure the game is of a very high quality and has a mass market appeal. 

psymon100

[QUOTE="Bad-School-Girl"]

Used games are stealing money for the developers that work so hard on developing said games. I fully support Microsoft's plan to block used games. Can't cough up the extra five dollars it takes to get a new copy? Then miss out on that Starbucks coffee and cinnamon bagel for one single day and then pay the real price.psymon100

If I buy a used game I do it privately, not from EB Games (unless the discount is significant). Sometimes I achieve a discount as high as 60% compared to a retail price. In NZ games are normally $100 new so a $60 saving is well worth it. One such example I can cite is Deus Ex Human Revolution. I bought it used for $45 when it was $100 new. It sat on my shelf for ages and when I finally played it I found the graphics on my Xbox 360 insufferable, so I shelled out the full $25USD on Steam for it, then sold my 360 copy for $12. How does this scenario fit in with your equation? I bought a copy which could be "bought and sold" used, but then by playing this one I bought one on Steam which is a one-way-street for finances, and then I sold my bought-and-sold copy again for money, albeit at a significant loss. All in all though I saved significantly compared to the depreciation I'd have suffered by buying the game new and retail at the first place. 

I only ever drink instant coffee and my employer pays for most of it as it's the law here. 

I am currently boycotting Nintendo, as they havnen't implemented such a feature for the Wii-U.

If used games aren't blocked, then there should be a fee to unlock said used games to be made playable. I think a 15-20$ would be satisfactory. Used gamers, stock up on those Microsoft Point cards!

Bad-School-Girl

You raise a good point here. 

Bad School Girl, on the whole I think I understand your angle but I feel you're taking too hard a line here. I think that moving forward, all options should exist:

  • The option should exist to sell games on physical media which can be moved from machine to machine without penalty. 
  • The option should exist to have 'online passes', which lock out a part of the game to those with the code, and the code comes with a fresh retail copy, thus promoting retail sales. 
  • The option should exist to have 'lockouts'. You enter a code when first inserting the physical medium, this is tied to your account. You can sell the physical media but the recipient cannot play the game until they purchase the code. How much should the code be in this case? I don't know. But all that I suspect will happen here is an increase in the code's prices simply takes away the potential sale price of that first end user. If a game is $100 and comes with a code, but to buy another code is $50, well that physical media is probably not worth more than $10, or a better estimate - worthless. 
  • The option should exist for digital distribution. One way street with money.
  • Almost any other option you can think of. For example a subscription service which allows you access to a library of games you can play ad libitum as long as you keep funding your sub. 

Yes, essentially these all already exist. There are differences within these for different DRMs etc. 

Finances are a barrier to many things. They're the reason I'm not riding a 2012 Honda CBR600 to work. In a way though, for gamers finances shouldn't be a problem. Hell, even on money hungry EA's Origin service there are several free-to-play games. So options exist for gamers from premium to frugal. 

One place where gaming is all f'd up is regarding the players time and money constraints. Your younger players don't have money, but they have plenty of time. Your older gamers have money, some of them heaps of it, but no time. So pricing of games might actually be quite tricky. 

Quite honestly I suspect that the best way to sell a game is quite simply to make sure the game is of a very high quality and has a mass market appeal. 

I think those options except the very first one should be implemented for EVERY single game. You see, developers loose a lot of money. They're people too. I understand that finances are a barrier to many things for the average gamer, but if you look at it from an existential point of view, it takes a deeper meaning, and the caesura of time between purchase and actually playing the game becomes less relevant. While I do agree that the best way to sell a game is to make it of high quality and to make it have mass market appeal, it's the simple of problem of the finances behind every single project that add up, and the fact that developers don't exactly have an infinite amount of money to pursue their endeavors.
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Bad-School-Girl

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#3 Bad-School-Girl
Member since 2010 • 880 Posts

[QUOTE="k2theswiss"]

[QUOTE="Bigboi500"]If a company makes a game that is great and has a lot of content, people will buy it new and they'll make a profit. On the other hand if a developer is lazy and puts out a half-baked product, why should they deserve the same $60 that people pay for an excellent game?

Bigboi500

then you wait until that company reduce it's price. simple has that.

Because you say so? A more real solution is getting the game used, especially since that used copy was bought new by someone. Everybody is happy.

Except the starving developers and their familes, maybe?
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#4 Bad-School-Girl
Member since 2010 • 880 Posts
The key word here is "should." Yes they should for obvious reasons but it's no good, there has to be checks and balances. If used games are blocked then what's stopping publishers from keeping the marketplace prices higher and longer than they should be? Used games keep prices in check and allows many people to enjoy this expensive hobby. I think that online passes and new purchase bonuses are fair way combating the issue without pissing everyone off.Ghost120x
Know what else keeps prices in check? Developers actually getting a good enough pay-check so they can keep making fantastic games.
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#5 Bad-School-Girl
Member since 2010 • 880 Posts

TC needs to learn how capitalism works.

Link3301
Okay, please inform me.
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#6 Bad-School-Girl
Member since 2010 • 880 Posts

[QUOTE="Bad-School-Girl"][QUOTE="clr84651"]SNES games were 70USD on average, were we complaining back then?[QUOTE="IAmNot_fun"]Then we should ban used cars, used books, used everything. What the industry needs is not depriving of consumer rights, but a better distribution system that guarantees developer's profit. That includes a royalty for used games to be paid to the developer by the used games retailer, and/or the encouraging of online distribution system. This is a conflict between publishers and retailers, not between publishers and consumers, and in that sense, we the consumers shouldn't be the ones getting the sh*t from this clusterf*ck.Link3301

You are only entitled to the specific rights you actually purchased. Does buying a ticket to a play entitle me to punch the people in the seats next to me? No.

No but it does give the right to decide I don't want to see the play anymore and sell the ticket to someone else.

Then you have completely missed the point of the analogy. Nice job.
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#8 Bad-School-Girl
Member since 2010 • 880 Posts
[QUOTE="IAmNot_fun"][QUOTE="Bad-School-Girl"][QUOTE="IAmNot_fun"]Then we should ban used cars, used books, used everything. What the industry needs is not depriving of consumer rights, but a better distribution system that guarantees developer's profit. That includes a royalty for used games to be paid to the developer by the used games retailer, and/or the encouraging of online distribution system. This is a conflict between publishers and retailers, not between publishers and consumers, and in that sense, we the consumers shouldn't be the ones getting the sh*t from this clusterf*ck.

You are only entitled to the specific rights you actually purchased. Does buying a ticket to a play entitle me to punch the people in the seats next to me? No.

That is possibly the most idiotic f*cking analogy I have heard this year. Do you think before you post?

I don't know, did YOU think before posting that response? Tell me why that analogy doesn't make sense.
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#9 Bad-School-Girl
Member since 2010 • 880 Posts

I hope they do block all used games. Most you don't deserve to play quality games.

StrongBlackVine
Exactly. It sickens me.
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#10 Bad-School-Girl
Member since 2010 • 880 Posts

[QUOTE="Bad-School-Girl"]

Used games are stealing money for the developers that work so hard on developing said games. I fully support Microsoft's plan to block used games. Can't cough up the extra five dollars it takes to get a new copy? Then miss out on that Starbucks coffee and cinnamon bagel for one single day and then pay the real price. I am currently boycotting Nintendo, as they havnen't implemented such a feature for the Wii-U.

If used games aren't blocked, then there should be a fee to unlock said used games to be made playable. I think a 15-20$ would be satisfactory. Used gamers, stock up on those Microsoft Point cards!

clr84651

If used games are blocked they should lower games to $40. They would be able to do so with all the extra sales and still make tons of money. No more renting or buying used would mean a lot more revenue.

SNES games were 70USD on average, were we complaining back then?[QUOTE="IAmNot_fun"]Then we should ban used cars, used books, used everything. What the industry needs is not depriving of consumer rights, but a better distribution system that guarantees developer's profit. That includes a royalty for used games to be paid to the developer by the used games retailer, and/or the encouraging of online distribution system. This is a conflict between publishers and retailers, not between publishers and consumers, and in that sense, we the consumers shouldn't be the ones getting the sh*t from this clusterf*ck.

You are only entitled to the specific rights you actually purchased. Does buying a ticket to a play entitle me to punch the people in the seats next to me? No.